CinemachineFollowZoom
An add-on module for Cinemachine Virtual Camera that adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position.
CinemachineVirtualCamera
The Virtual Camera will animate its Transform according to the rules contained in its CinemachineComponent pipeline (Aim, Body, and Noise). When the virtual camera is Live, the Unity Camera equipped with a CinemachineBrain will assume the position and orientation of the virtual camera. A virtual camera is not a camera. Instead, it can be thought of as a camera controller, not unlike a cameraman. It can drive the Unity Camera and control its position, orientation, lens settings, and PostProcessing effects. Each Virtual Camera owns its own Cinemachine Component Pipeline, through which you provide the instructions for dynamically tracking specific game objects.
Aim
CinemachineComposer
This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at the vcam’s LookAt target object, with configurable offsets, damping, and composition rules. The composer does not change the camera’s position. It will only pan and tilt the camera where it is, in order to get the desired framing. To move the camera, you have to use the virtual camera’s Body section. The vcam’s LookAt target is the Composer’s target. Common Composer targets: include bones on a character like the upper spine or head bone, vehicles, or dummy objects which are controlled or animated programmatically.
CinemachineGroupComposer
This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at a target object, with configurable offsets, damping, and composition rules. In addition, if the target is a CinemachineTargetGroup, the behaviour will adjust the FOV and the camera distance to ensure that the entire group of targets is framed properly.
Body
CinemachineTransposer
This is a CinemachineComponent in the Body section of the component pipeline. Its job is to position the camera in a fixed relationship to the vcam’s Follow target object, with offsets and damping. The Tansposer will only change the camera’s position in space. It will not re-orient or otherwise aim the camera. To to that, you need to instruct the vcam in the Aim section of its pipeline. Transposer is a component which mounts a camera to any object. It has a number of advantages over just putting the camera under the object you want to have the camera follow. Hood Cam, Door Cam, POV Cam, Missile Cam - if you want to mount the camera to something, use Transposer.
CinemachineFramingTransposer
这是一个body中的一个section,它的作用是不断纠正相机与Follow target object的位置关系,它功能只能改变相机的位置,为了使它运作得更恰当,LooKAt target必须为null
CinemachineTrackedDolly
A Cinemachine Virtual Camera Body component that constrains camera motion to a CinemachinePath or a CinemachineSmoothPath. The camera can move along the path. This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning. In Manual mode, the camera’s position is specified by animating the Path Position field. In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding the position on the path that’s closest to the virtual camera’s Follow target.
CinemachineOrbitalTransposer
This is a CinemachineComponent in the the Body section of the component pipeline. Its job is to position the camera in a variable relationship to a the vcam’s Follow target object, with offsets and damping. This component is typically used to implement a camera that follows its target. It can accept player input from an input device, which allows the player to dynamically control the relationship between the camera and the target, for example with a joystick.
Noise
CinemachineBasicMultiChannelPerlin
As a part of the Cinemachine Pipeline implementing the Noise stage, this component adds Perlin Noise to the Camera state, in the Correction channel. The noise is created by using a predefined noise profile asset. This defines the shape of the noise over time. You can scale this in amplitude or in time, to produce a large family of different noises using the same profile. The Noise is a multi-layered Perlin noise function which is applied after the Composer and adds additional transforms. It has controls for Position and Orientation. You can add as many layers as you want by increasing the profile’s Size value。可以模拟相机手持抖动效果